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Sylverdyne

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  1. The information about microtransactions is from 2010, NOT E3. The F2P till level 15 announcement is the only news in that article to come out of E3.
  2. Riot, the OP's problem does not seem to be actually tied to the size of the ship. It's more a reaction to item two of my last post. If they made the ships have realistic interiors, then they'd be screaming about the incredibly awkward camera. It's a function of the way the game is designed, that player occupied spaces have to be about 2-4 times larger, in relation to the PC's and NPC's then they would reasonably be. It's why all the buildings and enterable spacecraft in the game are freaking HUGE. It's so the camera works right. There was a Dev Diary about this back before launch, that explained it better then I can. I'm sure it's on the website somewhere...
  3. This is true. But it may not cost them anything to keep the stinkers open. Or not enough to matter, anyways. Once you're a certain size, shrinking down actually RAISES effective costs. Weird, but true. Now, they MAY do other things with those servers. Or they may make them... Idle. Or do something else entirely. But keeping them open likely has no, or only incidental, costs. While closing them... The screams of the pessimistic and the scandal seeking will rise from the rooftops. So, its a matter of if the PR hit is worth it. Also, remember, that for some strange reason, some people LIKE deserted servers. I know of some raiding guilds that prefer them, so that they have less likelihood of ques, a server crash, or other shenanigans interrupting their raids. Once paid server transfers happen, the likelihood of them being utilized by the player-base for SOMETHING goes WAY up.
  4. Two points here: One: The picture you posted is of a prop in the movie. They didn't have the sets for the Falcon inside that thing. The scale in the movie is WRONG. Sorry, but the sets as shot and the exterior of the ship don't fit. The exterior shots in the films are too small for the known interior shots. Hell, would Han even fit in that cockpit as shown? I love star wars and all, but there are a few flaws in the films, such as this. Two: the reason that everything feels 'huge' on the interiors is that the ceilings everywhere are WAY high, to accommodate a third person camera. This leads to having all player accessible areas having inflated sizes, compared to real life. It's a result of the genre, sorry.
  5. You're making an assumption here that simply isn't necessarily true. Given the leaps and bounds that have been made in virtuilization (Mainly by Oracle, but I digress...) in the last 4-8 years, It's entirely possible that the individual 'servers' that run SWTOR are actually on LESS physical components of hardware then there are servers. The cost savings may be... negligible, at best. A lot depends on how they structured their internal database for tracking game transactions, and the specific architecture that they need for their servers to function. I mean, that's why we have weekly maintenance, mostly. Time for them to do fixed state backups, to keep log size down. It's actually and important thing, and there are simply too many different methodologies available at present for anyone without spesific insider knowledge (Which is LEGITIMATELY kept secret for competitive reasons) to make any sort of reasonable conclusions about how Bioware is running the server side software for SWTOR. Hell, they may simply OWN the hardware outright, server side. Given the budget bandied about for this thing, and the ease with which they managed to open up all those new servers at launch, it's how I'd do it. Sorry, I'm an IT guy, and this sort of thing... bugs me.
  6. I believe that the arguments in this thread can be summed up thusly: It is the players responsibility to actually attempt to communicate with others in some fashion, or they will not hear news. This seems like a remarkably coherent argument, honestly. Also, it's not like this is extraordinarily time sensitive. An hour or twelve really is NOT going to make a hell of a lot of difference to most folks.
  7. Considering as they are all moddable gear, I think most would go after them for the look, rather then anything else.
  8. From what I can tell, they're keeping the old servers up because some people LIKE playing on ghost towns. I dun geddit neither. But as I DO know one individual like this IRL, I cannot dispute this decision, if it does not cause them later financial difficulties due to overhead.
  9. This. SO much this. The performance-to-skill curve on a Mara/Sent is sorta closer to a cliff. You sorta suck, till you get really quite good at the class, at which point you become AMAZING, at least in comparison to what you used to do. Unfortunately, Bioware chose to balance them around that skilled performance. I make the :sadface:.
  10. While I love my Sent, and I like to think that I play him well, I must admit that this is just a game, and I am unwilling to invest the deep time investment I would need to achieve the total mastery of my keybinds and interface in order to play to what it appears is "good enough". Unfortunately, there is this massive gap between skilled and casual play, and the standard performance of a casual player as opposed to the standard of play of a skilled player is MASSIVE for a Sent. FAR more so then any other class I have played. Which is a shame, because as I said, Sent is my favorite class right now. If only I didn't suck at it.
  11. 7/21 and I had my email waiting for me in my inbox at work this morning.
  12. This is certainly true. High level exclusive Mats that only can be acquired from missions (Read: Treasure Hunting Gems) will have a lower bound on their prices. To the converse, the mission system also puts an UPPER bound on prices for mats available both in the open world and through missions (Ex: Archaeology) needed for leveling a profession. Raise those prices too high, and it becomes simply easier to spam the missions. That item will fail to sell. It will be interesting to see how the economy plays out, honestly. I don't think that the same old theories that worked in WoW will apply perfectly in TOR.
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